Anime

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This comprehensive history of Japanese animation draws on Japanese primary sources and testimony from industry professionals to explore the production and reception of anime, from its origins in Japanese cartoons of the 1920s and 30s to the international successes of companies such as Studio Ghibli and Nintendo, films such as Spirited Away and video game characters such as Pokémon.

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Genre : Performing Arts
Author : Jonathan Clements
Publisher : Bloomsbury Publishing
Release : 2017-10-07
File : 256 Pages
ISBN-13 : 9781844578849


Anime And Manga

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Publisher : PediaPress
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File : 425 Pages
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100 Anime

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An exploration of the wonderfully complex and beautifully disorienting world of Japanese animation - anime. Provides an overview of the importance of the anime industry in Japan by analysing 100 of its most important and influential productions. An ideal introduction to a fascinating genre.

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Genre : Performing Arts
Author : Philip Brophy
Publisher : Bloomsbury Publishing
Release : 2019-07-25
File : 274 Pages
ISBN-13 : 9781838713959


Focus On 100 Most Popular Fantasy Anime And Manga

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Author : Wikipedia contributors
Publisher : e-artnow sro
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File : 1062 Pages
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Anime From Akira To Howl S Moving Castle

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This new edition of the groundbreaking popular book from Susan J Napier, Anime from Akira to Howl's Moving Castle, is a must-have for both seasoned and new fans of anime. Japanese animation is more popular than ever following the 2002 Academy Award given to Hayao Miyazaki's Spirited Away. It confirmed that anime is more than just children's cartoons, often portraying important social and cultural themes. With new chapters on Spirited Away and other recent releases, including Howl's Moving Castle-- which broke records in Japan--this edition will be the authoritative source on anime for an exploding market of viewers who want to know more.

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Genre : Performing Arts
Author : Susan J. Napier
Publisher : St. Martin's Griffin
Release : 2016-03-29
File : 390 Pages
ISBN-13 : 9781250117724


The Anime Machine

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Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.

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Genre : Performing Arts
Author : Thomas Lamarre
Publisher : U of Minnesota Press
Release : 2013-11-30
File : 684 Pages
ISBN-13 : 9781452914770


Manga And Anime Go To Hollywood

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The media industries in the United States and Japan are similar in much the same way different animal species are: while a horse and a kangaroo share maybe 95% of their DNA, they're nonetheless very different animals-and so it is with manga and anime in Japanese and Hollywood animation, movies, and television. Though they share some key common elements, they developed mostly separately while still influencing each other significantly along the way. That confluence is now accelerating into new forms of hybridization that will drive much of future storytelling entertainment. Packed with original interviews with top creators in these fields and illuminating case studies, Manga and Anime Go to Hollywood helps to parse out these these shared and diverging genetic codes, revealing the cross-influences and independent traits of Japanese and American animation. In addition, Manga and Anime Go to Hollywood shows how to use this knowledge creatively to shape the future of global narrative storytelling, including through the educational system. Northrop Davis paints a fascinating picture of the interrelated history of Japanese manga/anime and Hollywood since the Meiji period through to World War II and up to the present day - and even to into the future.

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Genre : Performing Arts
Author : Northrop Davis
Publisher : Bloomsbury Publishing USA
Release : 2015-12-17
File : 439 Pages
ISBN-13 : 9781623560386


Anime S Media Mix

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Untangles the web of commodity, capitalism, and art that is anime

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Genre : Art
Author : Marc Steinberg
Publisher : U of Minnesota Press
Release : 2012
File : 337 Pages
ISBN-13 : 9780816675494


Understanding Manga And Anime

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Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. In 2003 the manga (Japanese comics) market was the fastest growing area of pop culture, with 75-100% growth to an estimated market size of $100 million retail. The growth has continued with a 40-50% sales increase in bookstores in recent years. Teens especially love this highly visual, emotionally charged and action-packed media imported from Japan, and its sister media, anime (Japanese animation); and libraries have begun purchasing both. Chock full of checklists and sidebars highlighting key points, this book includes: a brief history of anime and manga in Japan and in the West; a guide to visual styles and cues; a discussion of common themes and genres unique to manga and anime; their intended audiences; cultural differences in format and content; multicultural trends that manga and anime readers embrace and represent; and programming and event ideas. It also includes genre breakdowns and annotated lists of recommended titles, with a focus on the best titles in print and readily available, particularly those appropriate to preteen and teen readers. Classic and benchmark titles are also mentioned as appropriate. A glossary and a list of frequently asked questions complete the volume.

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Genre : Language Arts & Disciplines
Author : Robin E. Brenner
Publisher : Bloomsbury Publishing USA
Release : 2007-06-30
File : 356 Pages
ISBN-13 : 9780313094484


Watching Anime Reading Manga

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Anime’s influence can be found in every corner of American media, from film and television to games and graphic arts. And Fred Patten is largely responsible. He was reading manga and watching anime before most of the current generation of fans was born. In fact, it was his active participation in fan clubs and his prolific magazine writing that helped create a market and build American anime fandom into the vibrant community it is today. Watching Anime, Reading Manga gathers together a quarter-century of Patten’s lucid observations on the business of anime, fandom, artists, Japanese society and the most influential titles. Illustrated with original fanzine covers and archival photos. Foreword by Carl Macek (Robotech). Fred Patten lives in Los Angeles. "Watching Anime, Reading Manga is a worthwhile addition to your library; it makes good bathroom browsing, cover-to-cover reading, and a worthwhile reference for writing or researching anime and manga, not to mention a window into the history of fandom in the United States." -- SF Site

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Genre : Social Science
Author : Fred Patten
Publisher : Stone Bridge Press
Release : 2004-09-01
File : 385 Pages
ISBN-13 : 9781611725100